Which is the proper OpenGL matrix?

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1 comment, last by Butabah 12 years, 9 months ago
Hi there, I'm working on some rotations and translations, and would like to know, is the OpenGL matrix structure

m[0] m[1]
m[2] m[3]

or

m[0] m[2]
m[1] m[3]
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The standard in old OpenGL are are column major, so it's your second option.

But the more general, and actually correct answer is; it depends on what convention you use. When you use shaders and your own matrix computations, you decide the order or everything.

The standard in old OpenGL are are column major, so it's your second option.

But the more general, and actually correct answer is; it depends on what convention you use. When you use shaders and your own matrix computations, you decide the order or everything.


Okay cool, thank you very much!

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